Random Hits OXP

Discussion and information relevant to creating special missions, new ships, skins etc.

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LittleBear
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Post by LittleBear »

Eek! Thats strange and I can't reproduce it. I haven't changed the space bars in V1.2 (except giving them Station Scan Class). Could you post a screenie of how they are looking? They seem normal on my system (1.71.1 on Windows XP).
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Svengali
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Post by Svengali »

Just took a look in the shipdata.plist

griff_spacebar_dockingsection
griff_spacebar_dockingbay

You should try to rename one of them and the corresponding subent-name too and under the same key (and many more) there is

</dict>
</dict>
</dict>
on the end of the definitions. It looks like a strange c&p thing.

Remove the last two of them.

BTW: On my computer it is working too, but I'm on Win too.
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LittleBear
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Post by LittleBear »

Oops probabley my fault from when I C&P'd Griff's templete entry for the space bar (to which the ones actually used in game are like_shiped)! I'll fix that and get a 1.3 version up next weekend. Surpised its only just caused a problem though, as its been like this since V1.0. I don't get any error logs on Windows with 1.71.1. I don't really understand shaders (as my system cannot run them) and assummed these were necessary for the shaders to work! :wink:
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Post by Svengali »

I was wrong. Just looked a little bit closer and the </dict> is ok. Sorry LB.

But the other thing could be a problem. If I remember right Oolite reckognizes the docking slit
1. by role (docking-slit) and if not found
2. by name, so if 'dock' is used in the entityname it will be handled as docking-slit (griif_spacebar_dockingsection is not the docking-slit but uses the 'dock' in the name)
3. if nothing is found and class = station Oolite will use a standard slit.

Not sure, but maybe right.
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LittleBear
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Post by LittleBear »

Hard to test this as its not a problem on my machine or Griffs. But if I rename it (I'm really glad now I used a template entry and like_shiped the 40 varientes of the bar used in game to it!) to "griif_spacebar_bitwheretheshipsgoinsection" (to avoid the use of "dock"!) and leave the "griff_spacebar_dockingbay" with the role "docking-slit", will that do it?

I suspect the problem has come up from my giving them Station Scan Class rather than ROCK. This was really just to mass-lock players approaching on J jump to avoid nasty accidents!

I'm assuming that whats happening is now that the Bar has station scan class, Oolite is giving the bar two docking slits. The real one and the sub-ent called griff_spacebar_dockingsection. So renaming griff_spacebar_dockingsection to somthing that doesn't have the word dock in it should fix it?? Don't really understand why Oolite isn't doing this on Windows or Mac but only on Linux though.

@davcefai - Could you just change the SCAN_CLASS for "random_hits_griff_spacebar" (second entry in shipdata) from :-

Code: Select all

<key>scanClass</key>
<string>CLASS_STATION</string>
to

Code: Select all

<key>scanClass</key>
<string>CLASS_ROCK</string>
to see if that fixes the problem on your machine.
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Svengali
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Post by Svengali »

LittleBear wrote:
Hard to test this as its not a problem on my machine or Griffs. But if I rename it (I'm really glad now I used a template entry and like_shiped the 40 varientes of the bar used in game to it!) to "griif_spacebar_bitwheretheshipsgoinsection" (to avoid the use of "dock"!) and leave the "griff_spacebar_dockingbay" with the role "docking-slit", will that do it?
Yes, this is part of the problem. I just tested it with 'FULL DEBUG ON' and you can see that Oolite switches between the different slits. So you can miss the right moment.

And there are more problems. You can see that there are not only two slits in use. After removing the turrets everything was fine. So I think it is necessary to dig a little bit deeper.
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davcefai
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Post by davcefai »

Apologies for not posting pics but I have been rather busy.

To add another piece of information: The bars no longer show up on the long range scanner.
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Post by Commander Mysenses »

I thought that the "target ejected" (but not really) bug had been squashed, I have had this problem three times with the same hit now.
Running oolite 1.71.1 and RH 1.2

Gonna try upgrading to 1.71.2 and see if that changes anything. :?
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LittleBear
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Post by LittleBear »

Hmm. Which ship was it with. Gonna download 1.71.2 and do some fiddling with Random Hits today or tomorrow! I think I tested each ship-entry by spawning one at the w/s point, but only did a few spot checks of the same ship when generated by script for a mission cos of the massive number of combinations. If you let me know the ship type (python, cobra III whatever) it'll make it easier to test.
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Post by pagroove »

Just here to say I love this OXP. Between the Texture work I managed to terminate my fist victim after flying more thans 70 light years (contract was on the other end of the Galaxy) 8)

This is still one of the BEST OXP's!. Wish there could also some sort of company contracts in corporate worlds. 8)

Such as:

Company X has stolen 4 protoypes of .... Luckily the ship with the stolen items back. Intelligence show that an escorted Anaconda is carrying the items. Destroy this group, scoop the cargo and report back at ... HQ

:D
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LittleBear
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Post by LittleBear »

Think UPS has that sort of mission types. Both can be played together if you like.
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Commander Mysenses
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Post by Commander Mysenses »

I was flying a standard Cobra III against a level 3 mark in an unusually painted Anaconda. Once the mark ejected before I even tracked her down. And twice she ejected after unleasher her robot asp fighters and a whichspace jump. After blowing up her ship I got the mark has ejected message, but the pod was nowhere to be seen.
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LittleBear
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Post by LittleBear »

Cheers I'll check it. It is possible for a mark to eject before you arrive (this bit is a feature rather than a bug). Marks can be attacked by NPCs. If an NPC destroys a victim's ship he may still make it to his pod.
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LittleBear
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Post by LittleBear »

Hmm odd. Can't reproduce the bug. Shot down the Anaconda and she podded in an Escape Shuttle. Its not a normal pod though (see screen shot). It should appear in the wreakage once the main ship dies. There's an 87% chance of a pod being spawed, but if you are getting the Mark has Ejected messsage, it looks like the script has worked as this is only given when the variable is set to PODDED by the Java Script of the ship. Is appearing on my set up.

This Pod is armed and will fire at you along with any active worms left alive.

Image
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Commander Mysenses
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Post by Commander Mysenses »

LittleBear wrote:
If an NPC destroys a victim's ship he may still make it to his pod.
So the hit fails... unless you are lucky enough to stumble across the pod in the vastness of space (before a NPC scoops it)?... Hmmm.
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